A lot of video games out there have done the convergence of music and interactivity thing. On one end of the spectrum, you’ve got games like Audiosurf that enhances gameplay through music, affecting the interactive space differently with every real song inputted in the engine. Then on the other end of the spectrum, there are literal music games like Rocksmith and Guitar Hero and the likes, which are really just mostly pretend music making.
But what if there were a game that made virtually tangible the music notes as they are played by a real musician, and how would people interact with that?
That game is Cello Fortress. A real cellist of considerable skill, plays his or her songs and thus creates obstacles and defenses to fight against the attacks of four real-time gamers playing alongside with proper game controllers.
This is mighty interesting because this requires real-time music input and that adds the human element. And the human element of music is what makes music interesting, thereby making this game interesting. If you get my drift. It’s all really complex, so probably best just to watch the embedded video below.
From the looks of things, the type of “notes” or the speed at which they are played determine the type of defense units created by the musician-defender. This raises a lot of other interesting questions like how does the engine decide what is an “ugly” note, or a “fast” note? Will the musician play a proper song in the traditional sense of the word, or will he or she improvise? And does the encouragement for improvisation make the song enjoyable aesthetically? Does the developer want the audience to enjoy the game or the song? Or is the actual creation of song not the point of the game? What is the point of the game? What is the meaning of life?
Well, looks like the only way to get the answers to these questions is to check out the live performance itself, which is unfortunately only scheduled to happen in Netherlands first.
If you’re interested to learn more, check out the dev’s blog here.